Ok then.. If it's all alphamapped and textured, what you'll need to do is have EasyGen export the terrain, metashader (q3map2 format), and alphamap to their appropriate places (terrain .map goes in /maps/, metashader must be output to /scripts/, but you have to place it in /shaders/ then, as that's where JO/JA's shaders are located, and the alphamap goes in /base/). Make sure that the metashader is named EXACTLY the same as the .map file for your map, and also make sure that you tell it to use common/terrain for the top faces of the brushes, and system/caulk (instead of common/caulk) for the other faces of the terrain brushes. Then open the metashader in wordpad or notepad or something and fix some stuff.
If you scroll alllll the way to the end of the metashader, you'll find something like this:
What you want to do is change it to look like this:
Then you'll want to add in this right at the end of the file:
Once all that's done, save the shader, then go into /base/shaders and add your shader's name to the list there. (For example, my metashader is kalima.shader, because my map is kalima.map. So all I added to shaderlist.txt was a line that had "kalima" on it, without the quotes.) Save that, then try a compile. (Make sure you have a player start!) Provided the textures and everything else are in their appropriate spots, use sv_pure 0 (unless the .bsp is in a .pk3 already) to load the map, and it should load everything just fine. And it'll be lightmapped to boot.
That's easy. For the top grate you see in the picture, it's caulked on ALL sides EXCEPT for the top side, which would be the floor to the player. Then there's a space between the other grate brush for the pipes, and the bottom grate brush is caulked on all sides except the bottom. Is that clear enough? If you need me to clarify, just say so. I'll get pics.
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I'll admit to
Reactor CTF,
Duel Abyss, and even the
CCCP, but not
Sky High! (my first, be kind!) Ok so maybe I will.